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Discord's Size Shenanigans (Page 3/16)
"See? I'm like a friggen giant up..."
The Scout slumped from his haughty pose atop the box when he realized that Discord was nowhere to be seen. "...here."
"I dunno," he heard a low rumble from his left say, "you still look pretty small to me."
The Scout turned to see Discord staring at him, lounging in the same pose he had earlier. Except... now they were looking eye-to-eye, and the Scout was on the box with him. Discord gave a chuckling snort, which blew against the Scout's face and clothes.
"AAAAAUUUGHH!"
The Scout jumped back from the now-huge, smiling creature. A second later, he remembered he had still been on the box, and slammed backwards onto the cobblestone road below with a loud "Oof!"
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Models used: Discord by Percy Technic.
The Scout from Team Fortress 2.
Map used: mvm_rottenburg
The Scout slumped from his haughty pose atop the box when he realized that Discord was nowhere to be seen. "...here."
"I dunno," he heard a low rumble from his left say, "you still look pretty small to me."
The Scout turned to see Discord staring at him, lounging in the same pose he had earlier. Except... now they were looking eye-to-eye, and the Scout was on the box with him. Discord gave a chuckling snort, which blew against the Scout's face and clothes.
"AAAAAUUUGHH!"
The Scout jumped back from the now-huge, smiling creature. A second later, he remembered he had still been on the box, and slammed backwards onto the cobblestone road below with a loud "Oof!"
<< Prev First Next >>
Models used: Discord by Percy Technic.
The Scout from Team Fortress 2.
Map used: mvm_rottenburg
Category Artwork (Digital) / Macro / Micro
Species Unspecified / Any
Size 1280 x 1090px
File Size 256.2 kB
Listed in Folders
Actually, for these shots I scaled him DOWN a little so he'd fit on the box! It's the Scout that I really shrunk down to make Discord look giant by comparison.
To start, this comic was made in Source Filmmaker. The program allows you to scale not only any model up or down, but even individual bones of models (like the arms, feet, head, etc.). To scale a model in SFM, select the model in the Animation Set Editor, then select the bone that you want to be able to scale and right-click it. On the menu that pops up, select the "Add Scale Control To Transforms" option. It'll create a scale control in the Animation Set Editor that you can slide up or down to scale the model or bone up and down. Note that when you scale an individual bone, all of the bone's children will be scaled with it (for example, scaling the upper arm bone will cause the lower arm bone and hand bones to scale with it. If you don't want that to happen, you'll have to add separate scale controls to them and scale them back to the desired size manually.)
One really useful thing to know is that when you want to scale the whole model, you can either scale the root_transform bone, or the bip_pelvis bone (the name of the latter may vary depending on the model--it's the bone that is the parent of all the other bones, and thus moves the whole model when manipulated).
Scaling the root_transform bone of a model will scale the model from the bottom, meaning that if the model is standing on the ground, it'll still be on the ground when you make it bigger or smaller. However, a bug with the engine makes it so that if you scale the model to extreme sizes, it'll disappear from view (even in the render) unless you look at it from very specific angles. This has to do with the fact that the engine saves on processing power by not rendering items that it thinks are out of view, and by scaling the root_transform bone on a model, the engine gets tricked into thinking the model is out of view when it clearly isn't.
Scaling the bip_pelvis bone averts the above glitch. You can make the model as big or small as you want and it'll be rendered whenever any part of the model is in view. However, the pelvis bone scales the model from the middle (or wherever the bone itself is located), so if the model is standing on the ground, scaling it up will cause the feet to sink into the ground and scaling it down will make the model float in the air, so that's the tradeoff.
Generally, you'll always want to scale this bone when doing a comic, and almost always when making a film. The only time when scaling the root_transform is the better option is when you want to show something growing or shrinking onscreen and don't want to have to bother with adding matching motion so it stays on the ground. When the model is finished changing size, you can then switch out the scales of the root_transform bone with the bip_pelvis bone.
I hope that answers your question!
To start, this comic was made in Source Filmmaker. The program allows you to scale not only any model up or down, but even individual bones of models (like the arms, feet, head, etc.). To scale a model in SFM, select the model in the Animation Set Editor, then select the bone that you want to be able to scale and right-click it. On the menu that pops up, select the "Add Scale Control To Transforms" option. It'll create a scale control in the Animation Set Editor that you can slide up or down to scale the model or bone up and down. Note that when you scale an individual bone, all of the bone's children will be scaled with it (for example, scaling the upper arm bone will cause the lower arm bone and hand bones to scale with it. If you don't want that to happen, you'll have to add separate scale controls to them and scale them back to the desired size manually.)
One really useful thing to know is that when you want to scale the whole model, you can either scale the root_transform bone, or the bip_pelvis bone (the name of the latter may vary depending on the model--it's the bone that is the parent of all the other bones, and thus moves the whole model when manipulated).
Scaling the root_transform bone of a model will scale the model from the bottom, meaning that if the model is standing on the ground, it'll still be on the ground when you make it bigger or smaller. However, a bug with the engine makes it so that if you scale the model to extreme sizes, it'll disappear from view (even in the render) unless you look at it from very specific angles. This has to do with the fact that the engine saves on processing power by not rendering items that it thinks are out of view, and by scaling the root_transform bone on a model, the engine gets tricked into thinking the model is out of view when it clearly isn't.
Scaling the bip_pelvis bone averts the above glitch. You can make the model as big or small as you want and it'll be rendered whenever any part of the model is in view. However, the pelvis bone scales the model from the middle (or wherever the bone itself is located), so if the model is standing on the ground, scaling it up will cause the feet to sink into the ground and scaling it down will make the model float in the air, so that's the tradeoff.
Generally, you'll always want to scale this bone when doing a comic, and almost always when making a film. The only time when scaling the root_transform is the better option is when you want to show something growing or shrinking onscreen and don't want to have to bother with adding matching motion so it stays on the ground. When the model is finished changing size, you can then switch out the scales of the root_transform bone with the bip_pelvis bone.
I hope that answers your question!
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